d20_Cyberscape.pdf
(
6272 KB
)
Pobierz
Cyberscape
d20 CYBERSCAPE
™
OWEN K.C. STEPHENS
d20 CYBERSCAPE
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . 4
Using this Book with
Other d20 System Games . . . . . . . . . . . .4
Cybernetic Progress Levels . . . . . . . . . . . . . .4
PL 0
–
1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
PL 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
PL 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
PL 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PL 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PL 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PL 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PL 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Chapter Two:
Standard Cybernetics. . . . . . . . . . . . . . . . 16
The Gadget System . . . . . . . . . . . . . . . . . . . 17
Universal Cybernetic Gadgets. . . . . . . . 17
Replacements . . . . . . . . . . . . . . . . . . . . . . . . 19
Hook (PL 4) . . . . . . . . . . . . . . . . . . . . . . . . 19
Peg Leg (PL 3) . . . . . . . . . . . . . . . . . . . . . . 19
Enhancements . . . . . . . . . . . . . . . . . . . . . . . . 19
General Enhancements . . . . . . . . . . . . . 19
Limb Enhancements . . . . . . . . . . . . . . . .22
Head Enhancements . . . . . . . . . . . . . . . .26
Torso Enhancements. . . . . . . . . . . . . . . . 33
Limiting Cybernetics . . . . . . . . . . . . . . . . . .36
Cybernetic Equipment . . . . . . . . . . . . . . . . . 37
Nanites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Nanoaugmenters . . . . . . . . . . . . . . . . . . .63
Sample Nanoaugmenters. . . . . . . . . . . 64
Nanoaugmenter Equipment . . . . . . . . .65
Necrotic Implants. . . . . . . . . . . . . . . . . . . . .65
Benefi ts and Drawbacks . . . . . . . . . . . . .65
Creating Necrotics. . . . . . . . . . . . . . . . . 66
Necrotics . . . . . . . . . . . . . . . . . . . . . . . . . 66
Necrotics Equipment . . . . . . . . . . . . . . 68
Wetware. . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Benefi ts and Drawbacks . . . . . . . . . . . . .69
Creating Wetware . . . . . . . . . . . . . . . . . .69
Wetware Equipment. . . . . . . . . . . . . . . . 73
Chapter One:
Cybernetics Rules . . . . . . . . . . . . . . . . . . . . 6
Standard Cybernetics Rules . . . . . . . . . . . . . 7
Availability and Installation. . . . . . . . . . . 7
Drawbacks. . . . . . . . . . . . . . . . . . . . . . . . . . 7
Space and Cybernetic
Implant Slots . . . . . . . . . . . . . . . . . . . . .8
Unlimited Cybernetics . . . . . . . . . . . . . . . . . .8
Availability and Installation. . . . . . . . . . .8
Drawbacks. . . . . . . . . . . . . . . . . . . . . . . . . .9
Space and Cybernetic
Implant Slots . . . . . . . . . . . . . . . . . . . . .9
Piece of Your Soul . . . . . . . . . . . . . . . . . . . . .9
Availability and Installation. . . . . . . . . . .9
Drawbacks. . . . . . . . . . . . . . . . . . . . . . . . . .9
Space and Cybernetic
Implant Slots . . . . . . . . . . . . . . . . . . . . .9
Superspy Cybernetics . . . . . . . . . . . . . . . . . .9
Availability and Installation. . . . . . . . . . 10
Drawbacks. . . . . . . . . . . . . . . . . . . . . . . . . 10
Space and Cybernetic
Implant Slots . . . . . . . . . . . . . . . . . . . . 10
Cybernetic Feats . . . . . . . . . . . . . . . . . . . . . . 10
Craft Cybernetics. . . . . . . . . . . . . . . . . . . 10
Craft Nanites . . . . . . . . . . . . . . . . . . . . . . 10
Cybernetic Surgery . . . . . . . . . . . . . . . . . 10
Cybernetic Weapons Profi ciency . . . . . 10
Cybertaker. . . . . . . . . . . . . . . . . . . . . . . . . 11
Cyborg . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Implant Awareness . . . . . . . . . . . . . . . . . 11
Cybernetic Advanced Classes . . . . . . . . . . 11
Bionic Agent . . . . . . . . . . . . . . . . . . . . . . . . . 11
Requirements . . . . . . . . . . . . . . . . . . . . . . 11
Class Information . . . . . . . . . . . . . . . . . . 12
Class Features. . . . . . . . . . . . . . . . . . . . . . 12
Cyberwarrior . . . . . . . . . . . . . . . . . . . . . . . . . 13
Requirements . . . . . . . . . . . . . . . . . . . . . . 13
Class Information . . . . . . . . . . . . . . . . . . 13
Class Features. . . . . . . . . . . . . . . . . . . . . . 14
Implant Hack . . . . . . . . . . . . . . . . . . . . . . . . . 14
Requirements . . . . . . . . . . . . . . . . . . . . . . 14
Class Information . . . . . . . . . . . . . . . . . . 14
Class Features. . . . . . . . . . . . . . . . . . . . . . 14
Chapter Five:
CyberRave Campaign . . . . . . . . . . . . . . . . 74
Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Progress Level. . . . . . . . . . . . . . . . . . . . . . 75
Wealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Factions . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Factions from Other Books . . . . . . . . . .77
New Factions. . . . . . . . . . . . . . . . . . . . . . . . .79
ThinkBest . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Overview. . . . . . . . . . . . . . . . . . . . . . . . . .79
Structure . . . . . . . . . . . . . . . . . . . . . . . . . 80
Bases of Operation . . . . . . . . . . . . . . . . 80
Resources . . . . . . . . . . . . . . . . . . . . . . . . 80
Involving the Heroes. . . . . . . . . . . . . . . . 81
Using ThinkBest . . . . . . . . . . . . . . . . . . . . 81
Learning about ThinkBest . . . . . . . . . . . 81
Members . . . . . . . . . . . . . . . . . . . . . . . . . . 81
ThinkBest Branch Offi ce . . . . . . . . . . . .82
ThinkBest Research Compound . . . . . .85
Steel Cross . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Overview. . . . . . . . . . . . . . . . . . . . . . . . . 88
Structure . . . . . . . . . . . . . . . . . . . . . . . . . 88
Bases of Operation . . . . . . . . . . . . . . . . 88
Resources . . . . . . . . . . . . . . . . . . . . . . . . 88
Involving the Heroes. . . . . . . . . . . . . . . 88
Members . . . . . . . . . . . . . . . . . . . . . . . . . 88
Steel Cross Clinic . . . . . . . . . . . . . . . . . . 89
Advanced and Prestige Classes . . . . . . . . . 91
Cyber Raver . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Requirements . . . . . . . . . . . . . . . . . . . . . .92
Class Information . . . . . . . . . . . . . . . . . .92
Class Features. . . . . . . . . . . . . . . . . . . . . .92
Starting Occupations . . . . . . . . . . . . . . . . . .93
Corporate Zombie . . . . . . . . . . . . . . . . . .93
Insider . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Noderunner . . . . . . . . . . . . . . . . . . . . . . 94
No-Man . . . . . . . . . . . . . . . . . . . . . . . . . . 94
New Feat . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Street Broker. . . . . . . . . . . . . . . . . . . . . . 94
Alternate CyberRave Settings . . . . . . . . . 94
PL 5 CyberRave . . . . . . . . . . . . . . . . . . . . .95
PL 7 CyberRave . . . . . . . . . . . . . . . . . . . . .95
CyberRave Arcana . . . . . . . . . . . . . . . . . 96
Chapter Three:
Computer Networks. . . . . . . . . . . . . . . . . 38
Computer Nets by PL. . . . . . . . . . . . . . . . . .39
PL 4 or Lower . . . . . . . . . . . . . . . . . . . . . .39
PL 5 to 6. . . . . . . . . . . . . . . . . . . . . . . . . . .39
PL 6 to 7 . . . . . . . . . . . . . . . . . . . . . . . . . . .39
PL 7 to 8. . . . . . . . . . . . . . . . . . . . . . . . . . 40
VRNet Rules. . . . . . . . . . . . . . . . . . . . . . . . . 40
Nodes. . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
What Can Be Done on Nodes? . . . . . . .42
Sample Nodes . . . . . . . . . . . . . . . . . . . . . . . . 43
Lord Vapor
’
s Lounge . . . . . . . . . . . . . . . . 43
VRBank. . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Watchtower . . . . . . . . . . . . . . . . . . . . . . .47
Avatars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Avatar Appearance . . . . . . . . . . . . . . . . .47
Avatar Upgrades . . . . . . . . . . . . . . . . . . 48
Avatar Statistics . . . . . . . . . . . . . . . . . . . 48
Avatar Combat . . . . . . . . . . . . . . . . . . . . .49
VRNet Hazards . . . . . . . . . . . . . . . . . . . . . . 50
Disconnected . . . . . . . . . . . . . . . . . . . . . 50
Hacked . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Mindscraped. . . . . . . . . . . . . . . . . . . . . . 50
Snared . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Spiked . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
VRNet Hardware. . . . . . . . . . . . . . . . . . . . . . 51
VRNet Software . . . . . . . . . . . . . . . . . . . . . . 51
Installing Programs . . . . . . . . . . . . . . . . . 52
Writing and Deleting Programs. . . . . . . 52
VRNet Software Descriptions. . . . . . . . 52
Computer Network
Rules Modules. . . . . . . . . . . . . . . . . . .56
Cybernaut. . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Requirements . . . . . . . . . . . . . . . . . . . . . .58
Class Information . . . . . . . . . . . . . . . . . .59
Class Features. . . . . . . . . . . . . . . . . . . . . .59
Chapter Four:
Alternate Cybernetics . . . . . . . . . . . . . . . 60
FX Cybernetics . . . . . . . . . . . . . . . . . . . . . . . 61
Golemtech . . . . . . . . . . . . . . . . . . . . . . . . 61
Bone Runes . . . . . . . . . . . . . . . . . . . . . . . .62
Empower Bone Rune . . . . . . . . . . . . . . .63
d20 CYBERSCAPE
INTRODUCTION
cybernetic devices don’t appear until PL
6, and by PL 8 the technology is well
understood and commonplace.
However, not every campaign has
cybernetics at the same Progress Level
as other technologies. To accommodate
a high level of cybernetics without adding all the other
trappings of advanced technology, a campaign might set
its cybernetic PL higher than its base PL. For example, a
campaign designed to look much like the everyday world
we live in—with the exception that bionic super-spies are
common—could be a PL 5 (cybernetics 6) campaign. As a
rule, a cybernetic PL should not be more than one higher
than the general PL of a campaign, though a setting is
certainly possible in which rare devices available to only a
few individuals are 2 PLs higher than the campaign setting.
If the game’s cybernetic PL exceeds the campaign’s PL, the
higher PL applies only to cybernetic devices and not to the
ancillary equipment that might typically accompany them.
For example, in a PL 5 (cybernetics 6) campaign, a character
can have an external weapon mount, which is a PL 6 device
(see page 195 of
d20 Future
). However, he is restricted to
PL 5 weapons to use in the mount. He cannot install a laser
weapon in the mount, because lasers are not available at the
campaign’s PL.
Even if cybernetic devices aren’t powered by technology,
instead drawing their power from magic or psionics,
they should have a PL. This represents the upper limit of
achievement possible with cybernetics in the campaign.
Since the PL for such devices has nothing to do with the
actual technology level of the campaign, it’s an exception
to the rule that a campaign’s PL and cybernetic PL should
not be more than 2 apart (there’s nothing wrong with a PL
3 campaign with a magical cybernetic PL of 7—although it’s
going to have a very different feel from a typical fantasy
game). The alternate cybernetic devices presented in Chapter
Four each have a PL for this reason, though many devices are
appropriate in low-tech, high magic campaigns.
The various Progress Levels and examples of the kinds of
cybernetic devices available at each one are presented below.
PL 0
–
1
At best, a cybernetic device at this level is a leather cup
placed over the stump of a limb. Only games that employ
magic can have more advanced cybernetics of any kind (see
Chapter Four).
PL 2
Peg legs and crude metal hooks are options at this PL, unless
your setting is using the magic options from Chapter Four.
PL 3
Realistic cybernetic devices at this level include glass eyes,
wooden teeth, and high-quality melee weapons attached
to severed limbs. In a game with more fantastic clockwork
devices, a few individuals might have access to PL 5 cybernetic
devices based on springs, gears, and lightning (for example, a
“Okay, let’s say you’re right. We can rebuild her. But for this
kind of investment, my people are going to expect her to
become a real asset. What’s she going to be able to do that
a squad of Special Forces with just as much money invested
in gear can’t do? The advancement of science is all fine and
well, and I approve of helping out a war veteran, but I need
to justify this as an item on my budget.”
—General Henry Harkin to Operations Director Silversmith
The Cyberscape is the realm of all imaginable cybernetics—
artificial components designed to become part of a
living biological creature. It covers everything from peg
legs to entire body replacements, but it’s more than just
replacement parts; it includes every imaginable add-on,
be it driven by machinery, chemistry, magic, psionics, or
vat-grown specialty organs, and it consists of everything
from simple limb replacements to chemical brain boosters,
psychic circuitry, wetware poison filters, grafted animal
claws, and bone runes.
This book is based on the rules for cybernetics found
in
d20 Future
and is fully compatible with those rules,
but offers expansions, alternatives, and clarifications to
them. The list of cybernetic devices has been expanded
considerably and new ways of handling cybernetics in a
campaign are provided. Use
d20 Cyberscape
to enhance a
game set in the modern day, or the fantastic world of the
mystic old west, the far-flung future, a true medieval fantasy,
or anything in-between.
USING THIS BOOK
WITH OTHER D20
SYSTEM GAMES
d20 Cyberscape
is specifically designed for use with the
d20
M
ODERN
Roleplaying Game
, and it assumes the reader has
access to
d20 Future
as well. However, everything a player
needs to use cybernetics in other settings is provided, so the
Cyberscape can be added to a D
UNGEONS
& D
RAGONS
game, or
any d20 S
YSTEM
setting.
CYBERNETIC
PROGRESS
LEVELS
As with all technology, cybernetics breaks down into various
Progress Levels (PL), as defined on page 5 of
d20 Future
. The
simplest of cybernetic devices (wooden teeth, peg legs, and
hook hands) can be bolted onto or shoved into a patient at
very low PLs, but the devices commonly thought of as true
cybernetic devices don’t appear until late PL 5. Advanced
USING THIS BOOK
WITH OTHER D20
SYSTEM GAMES
CYBERNETIC
PROGRESS
LEVELS
d20 CYBERSCAPE
large, obvious artificial heart that must be wound up every
12 hours).
Nonmagical cybernetic devices are restricted to PL 5 in a PL
3 campaign; they count as three devices toward the recipient’s
limit, and no creature can have more than one PL 5 device.
Recipients take double damage from all electricity attacks
(see Standard Cybernetics Rules, page 7), and take a –3 penalty
on Fortitude saves against massive damage. Additionally, any
cybernetic device must be recharged (for example, wound or
stoked with coal) no less than every 12 hours.
In addition, at this level a campaign might add crude wetware
or psychic circuitry devices as the work of specific geniuses and
mad scientists. For example, the work of Dr. Frankenstein can be
seen as necrotics grafted onto a PL 3 campaign.
PL 4
The first functional cybernetic replacements at PL 4 are crude
and not as good as the organs and limbs they replace. Devices
such as artificial hearts aren’t ready for human trials, but arms
with simple claws that can open and close, as well as human-
shaped feet instead of peg legs, are not uncommon.
In a pulp or fantastic technology game, governments and
exceptional individuals might have access to experimental PL
5 or PL 6 cybernetics. These devices are unreliable, expensive,
and rare. Nonmagical cybernetic devices (restricted to
PL 6) are clumsier and more restricted than in a typical
game. They each count as two devices toward a recipient’s
maximum number and recipients take double damage from
all electricity attacks (see Standard Cybernetics Rules, page
7). Additionally, any cybernetic device must be recharged (for
example, wound or stoked with coal) no less than once every
48 hours.
PL 5
True cybernetic devices are still in the formative stages.
Most prosthetic devices are of the nonpowered variety,
but medical associations have approved certain electronic
regulators for life-threatening conditions. The artificial heart
is the most recognized example. Other common examples
are pacemakers, artificial kidneys, and pancreas monitors (for
high-risk diabetics). Nearly all PL 5 cybernetic attachments
are designed to keep their recipients alive and reasonably
healthy; the cybernetic devices are not enhancements, they
are life-preserving necessities.
Elective cybernetic devices are developed late in PL 5
when methods of linking computer microchips to the human
nervous system are discovered. These advances become the
foundation for all future cybernetic components. A few PL
6 cybernetic devices could exist as prototypes or extremely
expensive devices.
PL 6
This era sees the first use of independently powered
cybernetic devices, including replacement limbs and
subcutaneous cellular telephones. These cybernetic
enhancements begin mostly in military applications but soon
become available to the public. Household pets all over the
world are implanted with subcutaneous identity chips—as
are important government figures and their families—after
the technology proves safe and effective on prison inmates.
However, the world of cybernetics is still new; its adoption
is not universal. Most people prefer mundane equipment,
which is generally cheaper, safer, and less troublesome to
repair, replace, or upgrade. Cybernetic devices become
the preferred choice only when mundane equipment is
impractical or unavailable.
Medical plans eventually come to offer at least baseline
prosthetics to compensate for disabling injuries, such as
the loss or partial loss of a limb, though such plans do not
cover elective cybernetic surgery. Their concern is overall
health—not “cosmetic” enhancement. For those who want
more than just replacements, a new kind of clinic appears,
offering cybernetic enhancements.
A PL 6 (cybernetics 7) campaign allows for a fair range of
technologies, with cybernetic devices performing as well
as biological organs. Chapter Five presents CyberRave, an
example of a PL 6 (cybernetic 7) campaign.
PL 7
By this era, cybernetics has become a safe, accepted science.
Flaws in earlier designs have been corrected. Cybernetic
devices become a status symbol—luminous skin grafts
become the fashion accessory of choice. In some societies,
newborn children are implanted with identity chips as
an antikidnapping measure. Military applications include
replacement eyes with heads-up targeting and GPS displays.
The first total-body cyborgs (robots with transplanted
human brains) are successfully created.
Insurance regulations relax considerably toward
cybernetic replacements at Progress Level 7; enhancements
are perfectly acceptable, though only as part of a prosthetic,
rather than as elective cybersurgery.
Individual geniuses regularly make breakthroughs in
cybernetics, making PL 8 prototypes and specialty gear
surprisingly common. In a campaign that includes psionics or
magic, the technology to boost such abilities with cybernetics
begins to appear at this PL.
PL 8
Cyborgs are a common sight at PL 8. In some societies,
the medical insurance industry frowns on noncybernetic
replacements, because mechanical body parts are less
expensive than flesh. Cybernetic technology has improved so
much, in fact, that some cyborgs are virtually indistinguishable
from living beings—except they never appear to age.
The sky is the limit to cybernetics in a PL 8 campaign.
Anything the laws of physics allow can be accomplished,
and even a few things that seem to break those laws. The
near-magic of PL 9 is right around the corner and individual
geniuses are beginning to touch on it. The line between
advanced cyborgs and a new species begins to blur. Most
PL 8 campaigns use the unlimited cybernetics rules (see
page 8), since the majority of drawbacks and side effects
have been eliminated from the technology.
Plik z chomika:
R5700
Inne pliki z tego folderu:
D20 Modern - Urban Arcana.pdf
(137126 KB)
d20_Apocalypse.pdf
(7728 KB)
d20_Cyberscape.pdf
(6272 KB)
Menace_Manual.pdf
(6517 KB)
Weapons_Locker.pdf
(5419 KB)
Inne foldery tego chomika:
12 to Midnight
Adamant Entertainment
Alea Publishing Group
Aleph Gaming
Applied Vectors
Zgłoś jeśli
naruszono regulamin